qzdoom/wadsrc/static/zscript/actors/strife/reaver.zs
2021-03-15 20:10:49 +01:00

89 lines
1.6 KiB
Text

class Reaver : Actor
{
Default
{
Health 150;
Painchance 128;
Speed 12;
Radius 20;
Height 60;
Monster;
+NOBLOOD
+INCOMBAT
MinMissileChance 150;
MaxDropoffHeight 32;
Mass 500;
Tag "$TAG_REAVER";
SeeSound "reaver/sight";
PainSound "reaver/pain";
DeathSound "reaver/death";
ActiveSound "reaver/active";
HitObituary "$OB_REAVERHIT";
Obituary "$OB_REAVER";
}
States
{
Spawn:
ROB1 A 10 A_Look;
Loop;
See:
ROB1 BBCCDDEE 3 A_Chase;
Loop;
Melee:
ROB1 H 6 Slow A_FaceTarget;
ROB1 I 8 Slow A_CustomMeleeAttack(random[ReaverMelee](1,8)*3, "reaver/blade");
ROB1 H 6 Slow;
Goto See;
Missile:
ROB1 F 8 Slow A_FaceTarget;
ROB1 G 11 Slow BRIGHT A_ReaverRanged;
Goto See;
Pain:
ROB1 A 2 Slow;
ROB1 A 2 A_Pain;
Goto See;
Death:
ROB1 J 6;
ROB1 K 6 A_Scream;
ROB1 L 5;
ROB1 M 5 A_NoBlocking;
ROB1 NOP 5;
ROB1 Q 6 A_Explode(32, 32, alert:true);
ROB1 R -1;
Stop;
XDeath:
ROB1 L 5 A_TossGib;
ROB1 M 5 A_Scream;
ROB1 N 5 A_TossGib;
ROB1 O 5 A_NoBlocking;
ROB1 P 5 A_TossGib;
Goto Death+7;
}
}
extend class Actor
{
// The Inquisitor also uses this function
void A_ReaverRanged ()
{
if (target != null)
{
A_FaceTarget ();
A_StartSound ("reaver/attack", CHAN_WEAPON);
double bangle = Angle;
double pitch = AimLineAttack (bangle, MISSILERANGE);
for (int i = 0; i < 3; ++i)
{
double ang = bangle + Random2[ReaverAttack]() * (22.5 / 256);
int damage = random[ReaverAttack](1, 8) * 3;
LineAttack (ang, MISSILERANGE, pitch, damage, 'Hitscan', "StrifePuff");
}
}
}
}